From 6caebb6c932c6404e3e07aab43ae9ae21edfffde Mon Sep 17 00:00:00 2001 From: Justin Clarke Casey Date: Tue, 25 Nov 2008 16:47:50 +0000 Subject: * refactor: Establish an IEntityInventory interface for SceneObjectPartInventory.cs and expose that from SceneObjectPart rather than the original object --- .../Environment/Interfaces/IEntityInventory.cs | 223 +++++++++++++++++++++ .../Region/Environment/Scenes/SceneObjectPart.cs | 2 +- .../Environment/Scenes/SceneObjectPartInventory.cs | 2 +- 3 files changed, 225 insertions(+), 2 deletions(-) create mode 100644 OpenSim/Region/Environment/Interfaces/IEntityInventory.cs (limited to 'OpenSim/Region/Environment') diff --git a/OpenSim/Region/Environment/Interfaces/IEntityInventory.cs b/OpenSim/Region/Environment/Interfaces/IEntityInventory.cs new file mode 100644 index 0000000..80a6a62 --- /dev/null +++ b/OpenSim/Region/Environment/Interfaces/IEntityInventory.cs @@ -0,0 +1,223 @@ +/* + * Copyright (c) Contributors, http://opensimulator.org/ + * See CONTRIBUTORS.TXT for a full list of copyright holders. + * + * Redistribution and use in source and binary forms, with or without + * modification, are permitted provided that the following conditions are met: + * * Redistributions of source code must retain the above copyright + * notice, this list of conditions and the following disclaimer. + * * Redistributions in binary form must reproduce the above copyright + * notice, this list of conditions and the following disclaimer in the + * documentation and/or other materials provided with the distribution. + * * Neither the name of the OpenSim Project nor the + * names of its contributors may be used to endorse or promote products + * derived from this software without specific prior written permission. + * + * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY + * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED + * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE + * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY + * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES + * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; + * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND + * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT + * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS + * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + */ + +using System; +using System.Collections.Generic; +using System.Reflection; +using OpenMetaverse; +using log4net; +using OpenSim.Framework; +using OpenSim.Framework.Communications.Cache; +using OpenSim.Region.Interfaces; +using OpenSim.Region.Environment.Interfaces; +using OpenSim.Region.Environment.Scenes.Scripting; + +namespace OpenSim.Region.Environment.Scenes +{ + /// + /// Interface to an entity's (SceneObjectPart's) inventory + /// + /// + /// This is not a finished 1.0 candidate interface + public interface IEntityInventory + { + /// + /// Inventory serial number + /// + uint Serial + { + get; + set; + } + + /// + /// Raw inventory data + /// + TaskInventoryDictionary Items + { + get; + set; + } + + /// + /// Force the task inventory of this prim to persist at the next update sweep + /// + void ForceInventoryPersistence(); + + /// + /// Reset UUIDs for all the items in the prim's inventory. This involves either generating + /// new ones or setting existing UUIDs to the correct parent UUIDs. + /// + /// If this method is called and there are inventory items, then we regard the inventory as having changed. + /// + /// Link number for the part + void ResetInventoryIDs(); + + /// + /// Change every item in this inventory to a new owner. + /// + /// + void ChangeInventoryOwner(UUID ownerId); + + /// + /// Change every item in this inventory to a new group. + /// + /// + void ChangeInventoryGroup(UUID groupID); + + /// + /// Start all the scripts contained in this entity's inventory + /// + void CreateScriptInstances(int startParam, bool postOnRez, string engine, int stateSource); + + /// + /// Stop all the scripts in this entity. + /// + void RemoveScriptInstances(); + + /// + /// Start a script which is in this entity's inventory. + /// + /// + /// + /// + /// + void CreateScriptInstance( + TaskInventoryItem item, int startParam, bool postOnRez, string engine, int stateSource); + + /// + /// Start a script which is in this entity's inventory. + /// + /// + /// + /// + /// + /// + void CreateScriptInstance(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource); + + /// + /// Stop a script which is in this prim's inventory. + /// + /// + void RemoveScriptInstance(UUID itemId); + + /// + /// Add an item to this entity's inventory. If an item with the same name already exists, then an alternative + /// name is chosen. + /// + /// + void AddInventoryItem(TaskInventoryItem item, bool allowedDrop); + + /// + /// Add an item to this entity's inventory. If an item with the same name already exists, it is replaced. + /// + /// + void AddInventoryItemExclusive(TaskInventoryItem item, bool allowedDrop); + + /// + /// Restore a whole collection of items to the entity's inventory at once. + /// We assume that the items already have all their fields correctly filled out. + /// The items are not flagged for persistence to the database, since they are being restored + /// from persistence rather than being newly added. + /// + /// + void RestoreInventoryItems(ICollection items); + + /// + /// Returns an existing inventory item. Returns the original, so any changes will be live. + /// + /// + /// null if the item does not exist + TaskInventoryItem GetInventoryItem(UUID itemId); + + /// + /// Update an existing inventory item. + /// + /// The updated item. An item with the same id must already exist + /// in this prim's inventory. + /// false if the item did not exist, true if the update occurred successfully + bool UpdateInventoryItem(TaskInventoryItem item); + + /// + /// Remove an item from this entity's inventory + /// + /// + /// Numeric asset type of the item removed. Returns -1 if the item did not exist + /// in this prim's inventory. + int RemoveInventoryItem(UUID itemID); + + /// + /// Return the name with which a client can request a xfer of this prim's inventory metadata + /// + string GetInventoryFileName(); + + bool GetInventoryFileName(IClientAPI client, uint localID); + + /// + /// Serialize all the metadata for the items in this prim's inventory ready for sending to the client + /// + /// + void RequestInventoryFile(IClientAPI client, IXfer xferManager); + + /// + /// Backup the inventory to the given data store + /// + /// + void ProcessInventoryBackup(IRegionDataStore datastore); + + uint MaskEffectivePermissions(); + + void ApplyNextOwnerPermissions(); + + void ApplyGodPermissions(uint perms); + + /// + /// Returns true if this inventory contains any scripts + /// + bool ContainsScripts(); + + /// + /// Get the uuids of all items in this inventory + /// + /// + List GetInventoryList(); + + /// + /// Get the names of the assemblies associated with scripts in this inventory. + /// + /// + string[] GetScriptAssemblies(); + + /// + /// Get the xml representing the saved states of scripts in this inventory. + /// + /// + /// A + /// + Dictionary GetScriptStates(); + } +} diff --git a/OpenSim/Region/Environment/Scenes/SceneObjectPart.cs b/OpenSim/Region/Environment/Scenes/SceneObjectPart.cs index 712cbac..bfb8b98 100644 --- a/OpenSim/Region/Environment/Scenes/SceneObjectPart.cs +++ b/OpenSim/Region/Environment/Scenes/SceneObjectPart.cs @@ -147,7 +147,7 @@ namespace OpenSim.Region.Environment.Scenes /// This part's inventory /// [XmlIgnore] - public readonly SceneObjectPartInventory Inventory; + public readonly IEntityInventory Inventory; [XmlIgnore] public bool Undoing = false; diff --git a/OpenSim/Region/Environment/Scenes/SceneObjectPartInventory.cs b/OpenSim/Region/Environment/Scenes/SceneObjectPartInventory.cs index aff1ef1..82a89df 100644 --- a/OpenSim/Region/Environment/Scenes/SceneObjectPartInventory.cs +++ b/OpenSim/Region/Environment/Scenes/SceneObjectPartInventory.cs @@ -38,7 +38,7 @@ using OpenSim.Region.Environment.Scenes.Scripting; namespace OpenSim.Region.Environment.Scenes { - public class SceneObjectPartInventory + public class SceneObjectPartInventory : IEntityInventory { private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); -- cgit v1.1